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The RPS Guild is for RPing using the simply-named Roleplaying System (RPS) to manage combat. 

Tags: Role Play, Fantasy, Dungeon, Adventure, System 

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The first DM discussion thread.(Current topic:Recruiting) Goto Page: [] [<] 1 2 3 ... 8 9 10 11 12 13 ... 33 34 35 36 [>] [>>] [»|]

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FARGORE
Captain

PostPosted: Mon Dec 24, 2007 8:38 am
I changed it a little just to include your suggestions about the higher DM discussing the issue with the original DM. How does this look to everyone?

Rule: If a DM makes a ruling that you believe is unfair (against you or someone else) you are under no circumstances to bring that ruling to the attention of the DM themselves. You are to PM the next level of DM and ask them to make a ruling threw PM. The DM’s whose ruling is in question will be PMd by the higher DM to discuss the situation and ultimately make a ruling. The higher DM will then also respond to the player as to his ruling. If the player still believes that the rulings are unfair then they can take it to the next higher level. If the ruling of a Major DM is questioned as unfair then a DM thread will be made and all DM’s will vote to decide a ruling, this ruling is absolute and cannot be put into question even by a major DM. The higher DM will not reveal the identity of the player who asked for a ruling. All issues involving rulings will be henceforth kept in PM. If a Minor DM or higher sees a rulings question brought up in a thread they will delete it and politely advise the character as to the rules of ruling questioning.  
PostPosted: Mon Dec 24, 2007 9:17 am
Changes: I think all of these where ether asked for and or very necessary. I already implemented them but we can still talk about them and if necessary I can change stuff back.

Summoning changed so that you can spend up to 1/4th your total CP on it. It still has the limitation of 6 points max at the beginning but now you can make them more powerful as you level up. Effectively you can use every 4th character point on your summon if you wish.

Pounce and stunning blow rewarded to specifically say that they only stop one attack or action/spell.

Organizations are almost done. (I’m on leave now so I have time to finish them up)  

FARGORE
Captain


-A M P-

PostPosted: Mon Dec 24, 2007 12:12 pm
FARGORE
Organizations are almost done. (I’m on leave now so I have time to finish them up)


Woot! I can finally pick an organization!

Also, thank you for clearing up the stunning blow stoping one or more actions.

So if someone with fightermage uses chill and smash, You would say "Stunning Blow Chill" or "Stunning Blow Smash" Right?  
PostPosted: Mon Dec 24, 2007 3:35 pm
-A M P-
FARGORE
Organizations are almost done. (I’m on leave now so I have time to finish them up)


Woot! I can finally pick an organization!

Also, thank you for clearing up the stunning blow stoping one or more actions.

So if someone with fightermage uses chill and smash, You would say "Stunning Blow Chill" or "Stunning Blow Smash" Right?


I think that the person who is hit will decide what to give up. mostly because if it went the other way around there would be the problem that no one would want to go first in a PVP because of the second person getting to select what action or spell to stop.

That’s my first thoughts but it’s still up for debate.  

FARGORE
Captain


Menvra

PostPosted: Mon Dec 24, 2007 3:47 pm
Hmm, I actually think in that situation the person casting the stunning blow should get to pick what he is aiming the stunning blow at. Everyone already doesn't want to go first in a pvp match because they are at a disadvantage regardless. However, picking between the two is for people doing both an action and a spell at the same time. For people casting multiple actions or multiple spells, the stunning blow should stun the action/spell cast first since characters actions theoretically happen at the same time. The second spell/action would begin to be cast after the opponent had already cast his stunning blow at the first action. It would pretty much work the same way Pounce does with Fury.  
PostPosted: Mon Dec 24, 2007 5:42 pm
AND HERE THEY ARE!!!
If anyone has issues with them now is the best time. I have gotten good suggestions in the past and you guys have done great with balance issues. So let’s finish this up. Comments, concerns and suggestions. Then they are released!

The Council: holds the key of order. Equip, defense and protection based.
Item: Council badge: E1, nullify one normal attack each round
Make: defense items

Skills
Protect: CP1, prevent 2 damage of any type to any other character per a combat per a CP in this skill.
Potion +2: CP1, +2 slots on potion belt, can only be purchased once.
Throw Weapon: CP2, use an equipped item that only has bonus to attack, gain 3x its normal bonus for one attack, the item is not usable for the rest of this combat.
Guardian: CP 4, any damage reduction available to the character (combat die for defense, abilities and ext.) using this skill can be transferred over to another party member each round of combat. The type of damage reduced does not change.
Throw potion: 3 CP, you may use a potion you are carrying on another member of the party.


Church of the Divine Mother: Holds the key of faith. Buff and Support based.
Item: Spell Heal
Make: potions

Skills
Buff Support: CP1, at the beginning of combat increase any stat (excluding life and equip) for any one other character by the number of points you have in this ability till end of combat.
Transfer Life: CP2, every round you can transfer any amount of life you wish to any number of players. The life you transfer must still be available at the end of the round (you cannot transfer life you would have lost during that round of combat) and you cannot reduce your own life to less than 1.
Divine shield: CP 2, for every one MP you use place a divine shield charge on any one other character. The charge will completely stop all damage dealt to the character from the next source of damage.
Touch of Faith: CP2, once per round, you may remove any negative status affect from a member of your party. This effect takes place at the end of the round.
Healing aura: 1CP, all health gains (Besides temporary hit points) are increased by 1 point of Hp, for every point in this ability. You can place up to five points in this ability.

The Creators: Holds the summoner key. Token and Creation based.
Item: Mist Beast Token (Die c 3/3)
Make: tokens

Skills
Quick Clone: CP 1, duplicate a token out on the field under your control for one round (ability can be used one time per a quest per a point in ability)
Sacrifice Creature: CP4, destroy a token you have out to gain its CP worth of MP and AP mixed anyway you choose.
Convert: CP 1, turn a monster you defeated into a token, the total CP worth of monsters that can be transformed this way per a quest is equal to 2x your CP in this ability.
Loyalty: CP 6, all tokens under your control can block normal attacks aimed against you once a round (per a token).
Token Belt: CP 1, you may carry to more tokens. Only purchasable once.
Animal Activist: CP4, At the end of a turn in which a token you controll would be destroyed, you may sacrifice any combination of MP and AP equal to the token's CP to instead have it unusable for the rest of the quest.

Lancers: Holds the key of power. Self Prevention and Reversal based.
Item: Lance: E5, +5 attack
Make: offensive items

Skills
Reflect: CP 4, use a combination of 3 AP/MP to reflect one select damage source directed at you this turn back at the original user.
Intangible: CP 8, one turn per a combat the character may become intangible and cannot be the target of anything, the character cannot act in anyway but does still gain AP/MP, regeneration and ext. for the turn as normal.
Absorb for Life: CP 3, one time per a quest you can negate an action or spell targeted at you and gain its AP/MP x 2 in life.
Absorb for Points: CP 3, one time per a quest you can negate an action or spell targeted at you and gain its AP/MP in AP/MP respectively.
Perfect defense: CP 2, use 4 charge coins to activate, you are immune to damage from outside sources this turn, can only be used once per a quest per a 2 CP spent on ability.

The Elites: Holds the key of crises. Team damage based.
Item: Action Meteor
Make: actions

Skills:
Build up: CP 4, Gain 1 point of Combat for each 5 points of Damage dealt in a team up. Bonus last only as long as the battle where the bonus was earned.
Split Self: 4 cp (+ 2 per a form past 1), costs 2 AP to activate, character splits into several forms for one combat round, all states are divvied up amongst all forms evenly (total must be even, you don’t have to split STR evenly between them evenly but the total of all states except life must be even for all forms) except life, HP max and current is divvied up evenly and then combined at end of turn, abilities must also be divvied up based on CP cost (uneven is per DM discretion). All forms cont as normal targets as far as hold off, spell/action targeting ext. all forms pull from the original AP/MP pull and still only get the normal amount of AP/MP a turn.
Shockwave: 1 CP, cost 1 AP to activate, for every 1 CP you have invested in this skill you can select one opponent to be considered attacked once for the purposes of being held off. Each member of the combat can only be selected once per a use of this skill regardless of how many targets you can choose.
Strike Opening: CP 4, you deal x2 damage if you deal damage while part of a team up (this is calculated for the final damage after any damage reduction effects).

The Beast Masters: Holds the key of distortion. Pet based and change based.
Item: Leash (E1, tamer (1))
Make: pets


Skills
My Friend: CP 1, make a pet under your control invincible for one turn per a point in this skill per a quest. Only purchasable three times.
Transformation: X
May change into a transformation you have designed in advance at a given time for one AP and one MP with character points total = 4 * X. May only transform once per combat, and changes back at the end of combat. You can invest up to a max of 1/4 of your total character points on this ability.
Recruit: CP 1, at the beginning of each quest the DM will assign a character with this skill 3 cp worth of monsters for every one CP in this skill. The monsters are the DM’s choice and are based off of what is in the area that the quest takes place. At the end of the quest all monsters that are still alive return to their home.
Charm: CP 2, takes an action use, costs 1 AP and 1 MP to use, take control of one enemy for this round, counts as a stun effect.
Tamer +: CP 1, you can control 3 CP worth of pets for each rank of this ability, can only be purchased 2 times.
Pet potion belt: CP 1, can only be purchased once (even if you have multiple pets), select pet can carry two potions as a potion belt.

The Crypt: Holds the key of death. Drain and life support based
Item: Spell Life Drain
Make: charge items

Skills
Life Drain: CP 4, for every 5 damage you deal with a normal attack you heal 1 life.
Vampirism: CP 4, the user of this ability heals 1 HP for every 1 HP another member of the party willingly sacrifices. Only one member of the party can sacrifice HP in this manner per a turn.
Status Undead: CP 6, if at the end of a turn the character with this ability is at less than 1 hp they have a 1/2 chance of remaining alive for one more turn (if at the end of the next turn they are still at less than one HP they can check again).
Raise Dead: CP 3, costs 2 MP to use, bring one fallen party member back as a skeleton with the “Status Undead” ability. Each character can only have this ability used on them once per a quest.
Summon Ghost: CP 4, use 3 MP to summon, stays till the end of combat, every turn the ghost can use a spell that the summoner has at a magic stat of 4 or, take control of one enemy for this round (counts as a stun effect, if it fails it counts as the ghosts action for the round).

The Illuminati: Holds the key of Mana. Magic based.
Item: Spell Stun Bolt
Make: spells

Skills
Loremaster: CP 3, May learn any single spell used by an opponent in combat by defeating that opponent with Stun Bolt.
Spell specialization: CP 1, select a spell you wish to put a point into, when casting that spell you count as having two more points in magic for every point of specialization for that spell. can only be purchased 3 times.
Familiar: CP 4, the familiar has a magic stat equal to the MP spent when summoning it. The familiar gets its own 1 MP a turn and can cast any spells the summoner has. The familiar lasts till the end of the combat.
Magic Critical: CP 2, use one charge coin to double the damage of a spell. Usable once per a combat.
Reincarnation: CP 4, when the character with this ability dies they return as some kind of small animal (no I’m not going to be really specific on what it has to be). The character can still talk and continue being part of the party as the reincarnation. In combat the reincarnation is not considered a valid target for any kind of damage. It is considered to have an attack of 1 and cannot use actions or spells and has no AP/MP pools. If reincarnations are the only things left in the party the party has lost.  

FARGORE
Captain


-A M P-

PostPosted: Wed Dec 26, 2007 6:30 pm
Quote:
Transformation: X
May change into a transformation you have designed in advance at a given time for one AP and one MP with character points total = 4 * X. May only transform once per combat, and changes back at the end of combat. You can invest up to a max of 1/4 of your total character points on this ability.


When I was thinking of the transform ability, I thought it was going to be like the AP version of Summon.

Looks like I though right!
But wow... I think that might be a little over powered... I mean the summon cost 2, but it is not added to a character. You have to spend at least some points in Life to even make it viable. The stats used as well are not even as effective as on a character, because it can't use spells and actions. Though it does have the team up potential, but only if its a combat based summon.
Over all I think summon has a much further disadvantage then this ability, and you only get 3/CP.
This has less disadvantages and gives you 4/CP.

I would even go as far as to say that this would only give you 2/CP.
Any other thoughts on this?

Examples of potential brokenness.
All points in Life stat. even ony if you put 2 into this ability (which is less than a healing 3CP) from the first guild mission, bam thats a 1ap/1mp 40 boost in life... with no way of preventing it.
All in Special Attack. 1:8 ratio of CP per damage. Again, if you put 2 cp in this, You get a 16 pt special attack blast for only 1mp/1ap only on the first turn... with no way of preventing it.

Quote:

Spell specialization: CP 1, select a spell you wish to put a point into, when casting that spell you count as having two more points in magic for every point of specialization for that spell. can only be purchased 3 times.

Is that 3 total, or 3 times/spell?

Quote:

Build up: CP 4, Gain 1 point of Combat for each 5 points of Damage dealt in a team up. Bonus last only as long as the battle where the bonus was earned.

Does that take effect the turn the damage is dealt? or on the turn after? If they are in a team up the following round in the same combat, do the bonuses stack?

Quote:

Shockwave: 1 CP, cost 1 AP to activate, for every 1 CP you have invested in this skill you can select one opponent to be considered attacked once for the purposes of being held off. Each member of the combat can only be selected once per a use of this skill regardless of how many targets you can choose.

lol! It's OMNI PLINK! eek

Quote:

My Friend: CP 1, make a pet under your control invincible for one turn per a point in this skill per a quest. Only purchasable three times.

Three times total or three times per pet? can they be used on different pets for every rank?  
PostPosted: Wed Dec 26, 2007 7:47 pm
New for the Illuminati:

Master Caster: 2CP
Chose one spell you own, you may cast that one spell for -2 less MP. You may only take this 1/spell and only for 3 spells total. You may not change your choice, even if you no longer own the spell.

New for the Elites:

Elitist Flare: 2CP
+2 to your total dice roll for every rank. Max 5 ranks.

New for The Crypt:

Essence Burden: CP4
Once per Combat, you may negate all of your damage to a foe from a normal attack. Instead remove -1 from life stat for every 5 damage done after all defenses and resistances applied. Round down if nessecary.

Comments? O_o  

-A M P-


Perrian
Vice Captain

7,050 Points
  • Citizen 200
  • Flatterer 200
  • First step to fame 200
PostPosted: Wed Dec 26, 2007 8:03 pm
-A M P-
New for the Illuminati:

Master Caster: 2CP
Chose one spell you own, you may cast that one spell for -2 less MP. You may only take this 1/spell and only for 3 spells total. You may not change your choice, even if you no longer own the spell.

A little unbalanced. I think this ability should cost 6CP or more instead of 2. This acts as 2 skilled casters for one spell. This ability makes it possible for a person to be able to use fireball for free with how most mages are set up today. I think this ability might make the game with mages unbalanced. :/
-A M P-

New for the Elites:

Elitist Flare: 2CP
+2 to your total dice roll for every rank. Max 5 ranks.

Interesting concept. But wouldn't you rather add 2 to combat dice instead of this ability? But true, this ability could come in handy for many people.
-A M P-

New for The Crypt:

Essence Burden: CP4
Once per Combat, you may negate all of your damage to a foe from a normal attack. Instead remove -1 from life stat for every 5 damage done after all defenses and resistances applied. Round down if nessecary.

Comments? O_o
This ability I don't understand. Please explain?  
PostPosted: Wed Dec 26, 2007 8:31 pm
Perrian
-A M P-
New for the Illuminati:

Master Caster: 2CP
Chose one spell you own, you may cast that one spell for -2 less MP. You may only take this 1/spell and only for 3 spells total. You may not change your choice, even if you no longer own the spell.

A little unbalanced. I think this ability should cost 6CP or more instead of 2. This acts as 2 skilled casters for one spell. This ability makes it possible for a person to be able to use fireball for free with how most mages are set up today. I think this ability might make the game with mages unbalanced. :/


Hmm... what if it lowered it by 2, but it couldn't lower it below 1?
Or we could have it only lower the particular spell 1MP. so like a skilled caster for only one spell at the cost of 2? Either of those work better for you?
Perrian

-A M P-

New for The Crypt:

Essence Burden: CP4
Once per Combat, you may negate all of your damage to a foe from a normal attack. Instead remove -1 from life stat for every 5 damage done after all defenses and resistances applied. Round down if nessecary.

Comments? O_o
This ability I don't understand. Please explain?

Basically, instead of doing damage, for ever 5 damage you would have done, you instead remove one of there life stats.

Example
If you hit someone with a normal attack, after all resistances and and defenses, you do 10 damage. Using this ability, instead of actually doing the damage, to would take a 2 Life stats (10/5).

If the moster had L: 30 (6)
Now it has L: 20 (4)
Technically you still did the damage, but it can't heal itself after.  

-A M P-


Perrian
Vice Captain

7,050 Points
  • Citizen 200
  • Flatterer 200
  • First step to fame 200
PostPosted: Wed Dec 26, 2007 9:07 pm
-A M P-
Perrian
-A M P-
New for the Illuminati:

Master Caster: 2CP
Chose one spell you own, you may cast that one spell for -2 less MP. You may only take this 1/spell and only for 3 spells total. You may not change your choice, even if you no longer own the spell.

A little unbalanced. I think this ability should cost 6CP or more instead of 2. This acts as 2 skilled casters for one spell. This ability makes it possible for a person to be able to use fireball for free with how most mages are set up today. I think this ability might make the game with mages unbalanced. :/


Hmm... what if it lowered it by 2, but it couldn't lower it below 1?
Or we could have it only lower the particular spell 1MP. so like a skilled caster for only one spell at the cost of 2? Either of those work better for you?
I think the second one is best.
-A M P-
Perrian

-A M P-

New for The Crypt:

Essence Burden: CP4
Once per Combat, you may negate all of your damage to a foe from a normal attack. Instead remove -1 from life stat for every 5 damage done after all defenses and resistances applied. Round down if nessecary.

Comments? O_o
This ability I don't understand. Please explain?

Basically, instead of doing damage, for ever 5 damage you would have done, you instead remove one of there life stats.

Example
If you hit someone with a normal attack, after all resistances and and defenses, you do 10 damage. Using this ability, instead of actually doing the damage, to would take a 2 Life stats (10/5).

If the moster had L: 30 (6)
Now it has L: 20 (4)
Technically you still did the damage, but it can't heal itself after.
Ok, I now understand! Neat ability!  
PostPosted: Thu Dec 27, 2007 10:55 am
How about combining existing Organizations with potential ones? There are some great similarities between the Angelic Choir and the Church of the Divine Mother; it would be a shame to be forced to choose between them for those individuals who really want to be Healer/Support. And the Beast Tamers and Fluffy Friends Paradise also would make for a stronger, more versatile Guild if combined. And, it would potentially open up more slots for new Organizations as well. Thoughts?  

Master of Gladiators


Perrian
Vice Captain

7,050 Points
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PostPosted: Thu Dec 27, 2007 11:06 am
I think it's a good idea, but both of the organizations that combined could be seperate in the items they give away. Both of them could share eachother's abilities, etc, but have their own item to give away and make their own unique items. For example: The Angelic Choir makes blessed items and Church of the Divine Mother makes potions.

When you join an organization with two organizations in it, you'll have to choose which subdivision you'll want to be in.  
PostPosted: Thu Dec 27, 2007 9:30 pm
FARGORE

The Council: holds the key of order. Equip, defense and protection based.
Item: Council badge: E1, nullify one normal attack each round
Make: defense items

Skills
Protect: CP1, prevent 2 damage of any type to any other character per a combat per a CP in this skill.
Potion +2: CP1, +2 slots on potion belt, can only be purchased once.
Throw Weapon: CP2, use an equipped item that only has bonus to attack, gain 3x its normal bonus for one attack, the item is not usable for the rest of this combat.
Guardian: CP 4, any damage reduction available to the character (combat die for defense, abilities and ext.) using this skill can be transferred over to another party member each round of combat. The type of damage reduced does not change.
Throw potion: 3 CP, you may use a potion you are carrying on another member of the party.
The CP cost for Potion +2 seems to low, for such an incredibly useful ability. Everything else looks good though.
FARGORE

Church of the Divine Mother: Holds the key of faith. Buff and Support based.
Item: Spell Heal
Make: potions

Skills
Buff Support: CP1, at the beginning of combat increase any stat (excluding life and equip) for any one other character by the number of points you have in this ability till end of combat.
Transfer Life: CP2, every round you can transfer any amount of life you wish to any number of players. The life you transfer must still be available at the end of the round (you cannot transfer life you would have lost during that round of combat) and you cannot reduce your own life to less than 1.
Divine shield: CP 2, for every one MP you use place a divine shield charge on any one other character. The charge will completely stop all damage dealt to the character from the next source of damage.
Touch of Faith: CP2, once per round, you may remove any negative status affect from a member of your party. This effect takes place at the end of the round.
Healing aura: 1CP, all health gains (Besides temporary hit points) are increased by 1 point of Hp, for every point in this ability. You can place up to five points in this ability.
The CP cost for Buff Support seems to low, for such an incredibly useful ability. Divine Shield sounds incredibly but may require more limitations. Perhaps a max of 1 shield per level, with a 1MP cost per shield placed, max 5 levels. And I would still like to see this and the Angelic Choir merged or connected in someway.
FARGORE

The Creators: Holds the summoner key. Token and Creation based.
Item: Mist Beast Token (Die c 3/3)
Make: tokens

Skills
Quick Clone: CP 1, duplicate a token out on the field under your control for one round (ability can be used one time per a quest per a point in ability)
Sacrifice Creature: CP4, destroy a token you have out to gain its CP worth of MP and AP mixed anyway you choose.
Convert: CP 1, turn a monster you defeated into a token, the total CP worth of monsters that can be transformed this way per a quest is equal to 2x your CP in this ability.
Loyalty: CP 6, all tokens under your control can block normal attacks aimed against you once a round (per a token).
Token Belt: CP 1, you may carry two more tokens. Only purchasable once.
Animal Activist: CP4, At the end of a turn in which a token you control would be destroyed, you may sacrifice any combination of MP and AP equal to the token's CP to instead have it unusable for the rest of the quest.
I have no issues with this Organization. Looks good.
FARGORE

Lancers: Holds the key of power. Self Prevention and Reversal based.
Item: Lance: E5, +5 attack
Make: offensive items

Skills
Reflect: CP 4, use a combination of 3 AP/MP to reflect one select damage source directed at you this turn back at the original user.
Intangible: CP 8, one turn per a combat the character may become intangible and cannot be the target of anything, the character cannot act in anyway but does still gain AP/MP, regeneration and ext. for the turn as normal.
Absorb for Life: CP 3, one time per a quest you can negate an action or spell targeted at you and gain its AP/MP x 2 in life.
Absorb for Points: CP 3, one time per a quest you can negate an action or spell targeted at you and gain its AP/MP in AP/MP respectively.
Perfect defense: CP 2, use 4 charge coins to activate, you are immune to damage from outside sources this turn, can only be used once per a quest per a 2 CP spent on ability.
Reflect sounds cool, but by one select damage source is that a prerequisite of the ability? (i.e. once you buy the ability, you designate one damage type, and that is the only type it works against) If it is so limited, then the cost seems fine; otherwise you may want to increase it if effective against any type of damage. Everything else seems fine.
FARGORE

The Elites: Holds the key of crisis. Team damage based.
Item: Action Meteor
Make: actions

Skills:
Build up: CP 4, Gain 1 point of Combat for each 5 points of Damage dealt in a team up. Bonus last only as long as the battle where the bonus was earned.
Split Self: 4 cp (+ 2 per a form past 1), costs 2 AP to activate, character splits into several forms for one combat round, all states are divvied up amongst all forms evenly (total must be even, you don’t have to split STR evenly between them evenly but the total of all states except life must be even for all forms) except life, HP max and current is divvied up evenly and then combined at end of turn, abilities must also be divvied up based on CP cost (uneven is per DM discretion). All forms cont as normal targets as far as hold off, spell/action targeting ext. all forms pull from the original AP/MP pull and still only get the normal amount of AP/MP a turn.
Shockwave: 1 CP, cost 1 AP to activate, for every 1 CP you have invested in this skill you can select one opponent to be considered attacked once for the purposes of being held off. Each member of the combat can only be selected once per a use of this skill regardless of how many targets you can choose.
Strike Opening: CP 4, you deal x2 damage if you deal damage while part of a team up (this is calculated for the final damage after any damage reduction effects).
Split Self: So if I have a 30 point character and 1 level of this, I create 2 forms, each with 15 CP worth of identical stats. (i.e. A: 3, D: 3, C: 3, M: 3, L: 3, E: 0) And if my previous HP total was 22/25 my new HP for each would be 11/15, correct? Everything seems okay to me, I just wanted a little better understanding of the Ability.
FARGORE

The Beast Masters: Holds the key of distortion. Pet based and change based.
Item: Leash (E1, tamer (1))
Make: pets

Skills
My Friend: CP 1, make a pet under your control invincible for one turn per a point in this skill per a quest. Only purchasable three times.
Transformation: X
May change into a transformation you have designed in advance at a given time for one AP and one MP with character points total = 4 * X. May only transform once per combat, and changes back at the end of combat. You can invest up to a max of 1/4 of your total character points on this ability.
Recruit: CP 1, at the beginning of each quest the DM will assign a character with this skill 3 cp worth of monsters for every one CP in this skill. The monsters are the DM’s choice and are based off of what is in the area that the quest takes place. At the end of the quest all monsters that are still alive return to their home.
Charm: CP 2, takes an action use, costs 1 AP and 1 MP to use, take control of one enemy for this round, counts as a stun effect.
Tamer +: CP 1, you can control 3 CP worth of pets for each rank of this ability, can only be purchased 2 times.
Pet potion belt: CP 1, can only be purchased once (even if you have multiple pets), select pet can carry two potions as a potion belt.
What gets transformed, you or your pet?
So, the first level of Recruit is theoretically useless? (as there are currently no 3 cp monsters)
Does charm work on Player characters?
Tamer +, second purchase; does that mean you can control 6 CP worth of pets total? And does it layer with regular Tamer? (i.e. Tamer (3), Tamer + (2), for a control level of 12 CP?) I would still like to see this and AMP's pet Organization merged...
FARGORE

The Crypt: Holds the key of death. Drain and life support based
Item: Spell Life Drain
Make: charge items

Skills
Life Drain: CP 4, for every 5 damage you deal with a normal attack you heal 1 life.
Vampirism: CP 4, the user of this ability heals 1 HP for every 1 HP another member of the party willingly sacrifices. Only one member of the party can sacrifice HP in this manner per a turn.
Status Undead: CP 6, if at the end of a turn the character with this ability is at less than 1 hp they have a 1/2 chance of remaining alive for one more turn (if at the end of the next turn they are still at less than one HP they can check again).
Raise Dead: CP 3, costs 2 MP to use, bring one fallen party member back as a skeleton with the “Status Undead” ability. Each character can only have this ability used on them once per a quest.
Summon Ghost: CP 4, use 3 MP to summon, stays till the end of combat, every turn the ghost can use a spell that the summoner has at a magic stat of 4 or, take control of one enemy for this round (counts as a stun effect, if it fails it counts as the ghosts action for the round).
Maybe a new name for the Life Drain ability, to avoid confusion for the spell.
Can the Ghost be targeted for attack, or destroyed in any way?
FARGORE

The Illuminati: Holds the key of Mana. Magic based.
Item: Spell Stun Bolt
Make: spells

Skills
Loremaster: CP 3, May learn any single spell used by an opponent in combat by defeating that opponent with Stun Bolt.
Spell specialization: CP 1, select a spell you wish to put a point into, when casting that spell you count as having two more points in magic for every point of specialization for that spell. can only be purchased 3 times.
Familiar: CP 4, the familiar has a magic stat equal to the MP spent when summoning it. The familiar gets its own 1 MP a turn and can cast any spells the summoner has. The familiar lasts till the end of the combat.
Magic Critical: CP 2, use one charge coin to double the damage of a spell. Usable once per a combat.
Reincarnation: CP 4, when the character with this ability dies they return as some kind of small animal (no I’m not going to be really specific on what it has to be). The character can still talk and continue being part of the party as the reincarnation. In combat the reincarnation is not considered a valid target for any kind of damage. It is considered to have an attack of 1 and cannot use actions or spells and has no AP/MP pools. If reincarnations are the only things left in the party the party has lost.
Can the familiar be attacked or destroyed in any way?
I'm not entirely sure why, but I don't like Magic Critical.  

Master of Gladiators


DM of Death

PostPosted: Thu Dec 27, 2007 10:00 pm
-A M P-
New for the Illuminati:

Master Caster: 2CP
Chose one spell you own, you may cast that one spell for -2 less MP. You may only take this 1/spell and only for 3 spells total. You may not change your choice, even if you no longer own the spell.

New for the Elites:

Elitist Flare: 2CP
+2 to your total dice roll for every rank. Max 5 ranks.

New for The Crypt:

Essence Burden: CP4
Once per Combat, you may negate all of your damage to a foe from a normal attack. Instead remove -1 from life stat for every 5 damage done after all defenses and resistances applied. Round down if nessecary.

Comments? O_o


--Revised--

New for the Illuminati:
Master Caster: 2CP
Chose one spell you own, this lowers the cost of that spell depending on the total MP cost of the spell. You may only have 1 rank per spell. Max 3 ranks total.
1 to 5 MP = -1MP
6 to 10 MP = -2 MP
You may not change your choice, even if you no longer own the spell.

New for the Elites:
Elitist Flare: 2CP
+2 to your total dice roll for every rank. Max 5 ranks.

New for The Crypt:
Essence Burden: CP4
Once per Combat, for every 5 damage you cause after resistances and defenses of a single attack, you may instead reduce the target enemies life stat by 1. Round down if needed. The life stats return at the end of combat, but the health does not.


~Ok everything is finalized, reworded, and ready for print~  
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